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I shot off a message to Nightdive Studios about their Linux plans for System Shock since Linux is a stretch goal. The reply doesn't fill me with confidence to pledge right now.

My question: "About the Linux stretch goal, is that for a Linux version after the initial Windows release or for a same-day Linux release?"

The answer:
Nightdive StudiosHey Liam,

We can't make promises beyond our current plan to release a version for PC and Xbox One at this time. It would be my hope that a Linux version is released the same day, but I can't confirm that will be the case come launch day.

Thanks for your support!

For any developer reading, PC does not mean Windows and yes, I will keep hammering on about this.

It's pretty much guaranteed to hit the Linux stretch goal due to how amazingly well it's being funded, but that reply doesn't say "fund me Linux gamer". The major problem I have with this approach, is we have seen numerous times when a Linux version is delayed because of some unforeseen problems that could have been sorted early-on. I really hope Nightdive don't make that same mistake.

It's currently on $520,190 pledged of $900,000 goal, with the Linux version being locked at $1.1 million.

That's not to say I will pass on it when it does arrive, quite the opposite, it looks and sounds fantastic. I just want to be sure my money is well spent, as I'm sure you do too. Article taken from GamingOnLinux.com.
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Kristian Jun 30, 2016
It appears they aren't even sure about which engine they will use! There is a comment about looking into using Unreal engine near the earlier linked comment about a Linux demo.

Quoting: rustybroomhandle
Quoting: Tuxee
Quoting: dmantioneWell, it's a process... many developers know Unity allows near-free Linux ports.

Then why would you need an extra USD200,000? Can't be attributed to pure QA.

Best guess is they are planning to outsource the work to someone else.

Well $200,000 extra in pledges is not $200,000 extra to spend on development, you have to subtract Kickstater fees, credits card fees, declined payments/chargebacks, manufacturing of physical rewards, shipping of physical rewards, etc

Nobody says that the entire net amount after that will go to the stretch goal. They might use part of that for other things/expanding the game or something. But even still an expensive Linux port might well eat up the money that is left over after all those various fees and expenses.
Tuxee Jun 30, 2016
Quoting: KristianIt appears they aren't even sure about which engine they will use! There is a comment about looking into using Unreal engine near the earlier linked comment about a Linux demo.

Quoting: rustybroomhandle
Quoting: Tuxee
Quoting: dmantioneWell, it's a process... many developers know Unity allows near-free Linux ports.

Then why would you need an extra USD200,000? Can't be attributed to pure QA.

Best guess is they are planning to outsource the work to someone else.

Well $200,000 extra in pledges is not $200,000 extra to spend on development, you have to subtract Kickstater fees, credits card fees, declined payments/chargebacks, manufacturing of physical rewards, shipping of physical rewards, etc

Compared to the funding goal of 900,000 (which again contain all your mentioned costs) these 200,000 sound quite "substantial".

QuoteNobody says that the entire net amount after that will go to the stretch goal. They might use part of that for other things/expanding the game or something. But even still an expensive Linux port might well eat up the money that is left over after all those various fees and expenses.

How can they estimate any costs whatsoever, when they apparently are entirely clueless how much effort it's gonna be?
Kristian Jun 30, 2016
"Compared to the funding goal of 900,000 (which again contain all your mentioned costs) these 200,000 sound quite "substantial"."

Well both the Kickstarter fees and the credit card fees are %-based. The physical reward fees are also proportional to the amount of backers and the contribution amounts per backer. It depends on which reward level people are at. Declined payments and the like probably also has a certain proportionality. 400 pledges at the $25 level amount to $10000. So does a single $10000 pledge.

But the latter has many, many, many, many, many times as high costs associated with it. But in general, the more pledges, the more money they have to spent on manufacturing physical "stuff" and shipping that same "stuff" to their backers.

I was a (happy) backer on Broken Age. I am very fuzzy on the details, but almost immediately after the campaign ended, they shared a breakdown of the campaigns various costs and stuff on their backer forum. I think something like 40% of their receipts went to various fees, expenses, backer rewards, overhead of running the campaign itself, etc. I don't think Double Fine, having no prior Kickstarter experience, expected it to be so much.

I believe that between them Kickstarter and the credit card companies take away about 10% of the pledges. So if you pledge $50, that is approximately $5 in the pocket of Kickstarter and the credit card companies. If you pledge $100, it is about $10, etc.

My point is simply this: We shouldn't infer a $200,000 budget for the Linux port just because that is the distance between the base goal and the Linux stretch goal.

I am not claiming that it is a small amount or trying to justify it as such or anything. Just explaining that there are other factors/costs involved than just making(and testing etc) the actual Linux port. In addition to the things I listed earlier, there is also the matter of having a buffer for unexpected expenditures.

"How can they estimate any costs whatsoever, when they apparently are entirely clueless how much effort it's gonna be?"

A very good question. Cost estimation is always to a certain extent a mixture of art and science. But it would seem in this it is in the best case scenario a rather rough guesstimate of sorts. I suppose often you would tend to set up what you believe to be a sort of worst case scenario of what you think it would take in terms of manpower.


Last edited by Kristian on 30 June 2016 at 1:26 pm UTC
thelimeydragon Jun 30, 2016
Nightdive in the past have released 1 (maybe 2) games that were released on Linux where they rewrote the game engine from scratch and then open sourced it.

So they do deserve some praise.
Sslaxx Jun 30, 2016
Not true in at least one of those instances (Strife used the existing Chocolate Strife engine, and they contracted the original game creator(s) to fill in its gaps).


Last edited by Sslaxx on 30 June 2016 at 2:23 pm UTC
Liam Dawe Jun 30, 2016
Quoting: thelimeydragonNightdive in the past have released 1 (maybe 2) games that were released on Linux where they rewrote the game engine from scratch and then open sourced it.

So they do deserve some praise.
This is why I find their earlier comment about no one in their dev team doing Linux, how did they do their previous Linux testing?
Shmerl Jun 30, 2016
And they better avoid mistakes of Obsidian like missing capes, because they used some Uninty plugins that don't work on Linux.
Kristian Jun 30, 2016
Quoting: liamdawe
Quoting: thelimeydragonNightdive in the past have released 1 (maybe 2) games that were released on Linux where they rewrote the game engine from scratch and then open sourced it.

So they do deserve some praise.
This is why I find their earlier comment about no one in their dev team doing Linux, how did they do their previous Linux testing?

AFAIK Night Dive isn't developing the game themselves in this case. So that may play a role.
Mountain Man Jun 30, 2016
This says to me that they're not planning Linux support from the start, which will only mean problems later on when they try and port it. In other words, the developer is basically admitting that they won't make good on their promise if the stretch-goal is reached.


Last edited by Mountain Man on 30 June 2016 at 5:30 pm UTC
Plintslîcho Jun 30, 2016
For some reason, System Shock has never appealed to me. While I do find the story interesting I was never interested in the game (I watched a friend of mine playing it back in the day). Maybe I found the controls awkward already back in 1994.

Anyway, I might have given an updated and modernized version of the game a try (albeit I do find the graphics of the remake a little too colourful for my taste). But without a confirmed Linux version I’m not interested.

I might check again after the game has been released- if it is released for Linux as well, that is.
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